Professional Documents
Culture Documents
net/publication/325615804
CITATIONS READS
9 21,503
3 authors, including:
All content following this page was uploaded by Robert Cassidy on 07 June 2018.
Abstract
Gamification of learning – the application of game design elements to learning activities – is currently a hot, if controversial,
trend in education. Proponents of gamification, on the one hand, claim that gamification leads to learning gains. They assert that
gamification reinforces important skills in education, such as problem-solving, collaboration, and communication. Furthermore,
they maintain that need for interaction in a gamified approach to education encourages students to play an active role in the learning
process, thereby increasing student engagement in online forums, projects, and other learning activities. Detractors of gamification,
meanwhile, argue that it derails learning with aimless distractions, adds unnecessary competition stress, and fails to take into account
certain learners’ pedagogical needs. Research on gamification is gathering momentum and promises to help adjudicate many of the
issues raised in this controversy. We therefore conducted a second-order review to examine the evidence-based discourse on this
aspect of gamification. We found that while the review literature adequately summarizes evidence in support of effectiveness in
terms of cognitive, emotional/motivational, and behavioural outcomes, certain design issues remain unaddressed. When addressing
effectiveness, a concern for how the nature of learning objectives and the quality of learning activities that are gamified is noticeably
absent in the field. Furthermore, a contextual bias towards STEM courses limits the generalizability of evidence to other contexts.
The review literature further suggests a publication bias and an over-emphasis on positive effects. Nevertheless, recognising the
general scope of the research, its theory, and evidence, will help instructors and curriculum designers interested in gamifying courses
decide how to approach gamified course designs to use in a specific context. Highlighting current limitations in the evidence-based
discourse may benefit the design of future research by drawing attention to the types of evidence that will help advance gamification
in educational settings.
Keywords: gamification in education, higher education, learning design elements, motivation, engagement, learning outcomes
5
Kapp, K. M. (2012) The Gamification of Learning and Instruction: Game-
based Methods and Strategies for Training and Education, John Wiley &
Sons, New York.
Kim, S. et al (2018). Gamification in Learning and Education, Springer, Not-
tingham.
Law, F. L., Kasirun, Z. M., and Gan, C. K. (2011) ”Gamification Towards Sus-
tainable Mobile Application”, Proceedings of the 5th Malaysian Conference
on Software Engineering, pp 349-353.
Landers, R.N. and Callan R. (2011) ”Casual Social Games as Serious Games:
The Psychology of Gamification in Undergraduate Education and Em-
ployee Training”, Serious Games and Edutainment Applications, pp 399-
423, Springer, London.
Lee, J., and Hammer, J. (2011) ”Gamification in Education: What, How, Why
bother?”, Academic Exchange Quarterly, Vol 15, No. 2, pp 146-155.
Losup, A. and Epema, D. (2014) “An Experience Report on Using Gamification
in Technical Higher Education”, Paper presented at Special Interest Group
on Computer Science Education Conference, Atlanta, USA, March.
*Mart-Parreo, J. et al (2016) ”The Use of Gamification in Education: A Biblio-
metric and Text Mining Analysis”, Journal of Computer Assisted Learning,
Vol 32, No. 6, pp 663-676.
Mak, H. W. (2013) ”The Gamification of College Lectures at the University of
Michigan”, Gamification Corporation, Vol 8, pp 2-13.
Mora, A. et al (2015) ”A Literature Review of Gamification Design Frame-
works”, Proceedings of Games and Virtual Worlds for Serious Applications,
pp 1-8.
*Ortiz, M., Chiluiza, K., and Valcke M. (2016) ”Gamification in Higher Edu-
cation and STEM: A Systematic Review of Literature”, Proceedings of Ed-
uLearn 2016: The 8th Annual International Conference on Education and
New Learning Technologies, pp 6548-6558.
Oblinger, D. (2004) ”The Next Generation of Educational Engagement”, Jour-
nal of Interactive Media in Education, Vol 8, No. 1, pp 1-18.
O’Donovan, S., et al (2013) ”A Case Study in the Gamification of a University-
level Games Development Course”, Proceedings of the South African Insti-
tute for Computer Scientists and Information Technologists Conference, pp
242-251.
Pirker, J., Riffnaller-Schiefer, M. and Gtl, C. (2014) ”Motivational Active
Learning: Engaging University Students in Computer Science Education”,
Proceedings of the 2014 Conference on Innovation & Technology in Com-
puter Science Education, pp 297-302.
Simões, J. et al (2013) ”A Social Gamification Framework for a K-6 Learning
Platform”, Computers in Human Behavior, Vol 29, No. 2, pp 345-353.
Seaborn, K. and Fels, D. (2015) ”Gamification in Theory and Action: A Sur-
vey”, International Journal of Human-Computer Studies, Vol 74, pp 14-31.
Sitzmann, T. (2011) “A Meta-analytic Examination of the Instructional Effec-
tiveness of Computer-based Simulation Games”, Personnel Psychology, Vol
64, No. 2, pp 489-528.
Van Eck, R. (2006) “Digital Game-based Learning: It?s Not Just the Digital
Natives Who Are Restless”, Educause, Vol 41, No. 2, pp 16?30.
Van Hentenryck P. and Coffrin, C. (2014) “Teaching Creative Problem Solving
in a MOOC”, Proceedings of the 45th Technical Symposium on Computer
Science Education, pp 677-782.
Werbach, K. and Hunter, D. (2012) “For the Win: How Game Thinking Can
Revolutionize Your Business”, Wharton Digital Press, Philadelphia.
Zichermann, G., and Cunningham, C. (2011) Gamification by Design: Imple-
menting Game Mechanics in Web and Mobile Apps, O’Reilly Media, Se-
bastopol.